The Sea of Swords is a graveyard for the unprepared, but for the Tide-Breakers, it is a limitless vault. This 8-piece collective represents a specialized boarding party that operates between the merchant lanes of Waterdeep and the frozen reaches of Luskan. Unlike common brigands, this crew is a surgically precise unit, each member chosen for a specific martial niche that ensures no prize escapes their grasp.
The Origin: The Luskan Schism
The crew was forged in the aftermath of a failed coup within the Ship Kurth of Luskan. Cast out as renegades, these eight specialists pooled their remaining coin to outfit a swift-sailing sloop, the Eventide. They do not fly a single flag of allegiance; instead, they operate as high-value contractors for whoever offers the largest share of the take—be it Zhentarim smugglers or desperate lords seeking to “recover” lost cargo.
The Crew Archetypes
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The Heavy Guard (Frontline Anchor): A mountain of scarred muscle, this bald brawler serves as the crew’s immovable object. Wielding an oversized, heavy-grade cutlass, he is the first to cross the gangplank, providing a wall of steel that allows the more nimble members to infiltrate the enemy deck.
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The Chest-Leaper (Infiltration & Demolitions): This specialist utilizes acrobatic precision to reach high-value targets. Captured mid-leap from a wooden treasure chest, she represents the crew’s objective-focused mindset, prioritizing the “score” even in the heat of a boarding action.
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The Sky-Corsair (Aerial Reconnaissance): An avian pirate in officer’s regalia, providing a unique vertical threat. From the crow’s nest or the open sky, he uses his wings to harass enemy helmsmen and provide real-time intelligence to the tacticians below.
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The Vane Command (Tactical Core): Comprised of the Twin-Blade Duelist and the Gesturing Tactician, this duo orchestrates the crew’s movements. While one identifies the enemy’s structural weaknesses, the other executes high-speed flanking maneuvers to exploit them.
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The Skirmishers (Chaos Agents): The Bottle-Wielding Rogue and the Swift Caped Rogue are the crew’s primary instruments of disruption. They excel at “drunken-style” combat and unexpected feints, ensuring that enemy defenders are never able to establish a solid defensive line.
Processing Time
Painted – 10 days
Unpainted – 2 days
Tabletop Integration
In a campaign setting, the Tide-Breakers function as an elite rival party. They are not mindless antagonists; they are professionals who can be reasoned with—provided the party has something they value more than their current contract. Use them to introduce “Three-Dimensional Combat” on the high seas, where the battle takes place across decks, in the rigging, and even in the air.






























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